SOLIDWORKS Class 11 : Assemblies Advanced Mates | TforDesign | Skillshare

SOLIDWORKS Class 11 : Assemblies Advanced Mates

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9 Lessons (47m)
    • 1. Class Series Intro

      2:28
    • 2. Intro to Advanced Mates

      0:59
    • 3. The Download Section

      2:14
    • 4. Profile Center

      9:10
    • 5. Symmetric and Width

      12:04
    • 6. Distance and Angle Ranges

      5:33
    • 7. Path Mate and Linear/Linear Coupler

      12:44
    • 8. Students Projects

      0:43
    • 9. Section Conclusion

      0:59

About This Class

Welcome to our eleventh SOLIDWORKS Class covering Assemblies Advanced Mates. This class is the first of our SOLIDWORKS Class Series which consists of 12 short classes ranging from 15 mins to 1.5 hrs. The series will take you from knowing nothing about SOLIDWORKS to the Certified Professional Level (CSWP).In this specific class, you will learn the following:

  • What is the advanced mate Profile Centre and how to apply it.
  • What are the advanced mates Symmetric and width and how to apply them.
  • How to set up a distance or an angular movement range.
  • How to set movements to follow a certain path using Path mate.
  • What is Linear/Linear Coupler mate and how to apply it.

Access the download section for this class here: https://www.dropbox.com/sh/vcx515lpjg64r7y/AABWoCPCs9B94crOa7SnyL_1a?dl=0

Transcripts

1. Class Series Intro: welcome to our solid works class. My name is taste here and I will be leading you through this class. I myself have been an avid, solid works user for the last eight years. I have also been working in training and instructional design for the last five years. Combining those two experiences we designed and produced the best solid work course there is. This is, of course, as testified by the 4000 plus students we trained on using solid works. Today we're super excited to bring this training to you. This class is a part of our larger solid Works class series. This series consists off 12 short classes or sections to take you from knowing nothing about solid works to the 35 associate level C S W A. Siri's will then continue to take you from the certified associate level to the certain parts professional level CS WP Each of those classes has its own standalone learning objectives, which you can learn in the description. You can also download the contents outline for the whole class Siris in the download section. This is in case he would like to jump from one class to another. We will be using the learning by doing approached to conduct this class. So whenever we're learning something new will be directly using it to build something with it, be it a sketch apart. A drawing or an assembly way will walk you through a step by step to make sure you understand any new concept we introduce. We will also provide you with project work, reinforce the skills we learn together. So who should take this class series? Basically, anyone wanting to get started with solid works for wanting to advance his or her solid work skills toe an advanced level. Those could be engineers, designers, makers or hobbyist. So if you fall in those categories, this class Siri's has something for you. You don't need any prior knowledge to start the series. You just need to be ready to learn, so let's get started. 2. Intro to Advanced Mates: welcome for the advance made section. In this section, we will only be working with assemblies and to be more specific, will cover advanced mates. Those will include profiled center symmetry with Path mate Linear Tellin your coupler on distance and anger rangers. Those advance mates are not harder to establish them. Standard Bates. However, one could say that they are used less frequently than the standard ones. As usual, we will be learning those mates in different video lectures. Using practical examples. We will also do a group exercise and leave you with additional ones toe polish on Reinforce your skills. So let's get started with advanced mates. 3. The Download Section: in this video, we're going to tell you about the download section. So with every one of our classes, we have a download section which includes files for you to download. Those files will help you follow up in our lectures and help you gain hands on experience which we designed this course about. So here we are, in our first solid works class, class, war, interface and navigation. And if I go to the about section, you'll have information about the class, the learning objectives and down below them. You will have the down low section on this download section Link will basically take you to our Dropbox, where we have prepared or the downloads that goes along this class off I click on the link , open a new top and take us to our Dropbox. And here in the drop box, we have Class one interface and navigation, and they have two folders for I switched to the list display. I'm gonna have two folders as you've seen earlier. One cos lecture Fife on the other companies lecture seven on the one at the beginning. Indicates the class numbers 1.5 indicates that this is for a class number one, which is interface and navigation on a lecture number five, which is the command bar, canvas and design tree. And the easiest way to download those folders is to go to the top right corner and you'll see a download option. So if I click on that and then click on direct download, the browser will automatically download all those folders in a say file. And here they are. If I click on this, you will have to folders for lectures number five and seven, and each of those folders would have additional materials that supplement learning for that particular lecture. So that was all about download section. Now get yourself ready for the next video lecture where we would actually start presenting instructional materials. 4. Profile Center: in this lecture, we will discuss the advance mate profile. Center profile Center mate was introduced in the year 2015. This advanced mate makes it very easy and fast to center to simple profiles in relation to each other. To illustrate profile center, we will create the following assembly where we will have multiple users off this late. You can don't know this throwing on the assembly parts from the download section linked to destruction. So let's get started. I'll go ahead and start an assembly file to add my parts. First, I'm going to add the main body, and now I will add the other two parts. The cap on the triangular sticker would be focusing on the cap for now, so I'll go ahead and hide the triangular sticker or first step would be to make this cap on top off the main body. So to do that, we're going to use simple mates. So I'll go to mates and select this bottom face in the cap with the stop face on the man body, and I will have a coincidence relation now, a click. OK, now I will need to center this cap on the top with the circular shape on the main body. To do that, I'll go to mate and select the relation cost centric. And then I can select this edge of the bottom. Off the camp, on the edge on the man body, I'm click OK, and then click OK again. So now this concludes our first mate off having the desk on top off the name body. Notice that we can sell. Rotate the desk, but we're going to keep that open for now. Now I'll go ahead and do the other cap at the bottom, so to copy this camp of the top, I can press control and then drug and I will have a copy off the desk. Now, however, with this bottom cap, I am going to utilize the profile center mate so going to meet and then go to advance mates at the top and then said, like the 1st 1 profile center. Now I can go ahead and select the two surfaces I want to center to each other. So this is the bottom surface of the camp and the bottom surface off the main body. You can notice that the two parts are not aligned the way we want. So I go ahead and sit like this other option under made alignment. And now you can see that the two parts for the two profiles are centered in relation to each other on we did this using only one mate, which is different than the one before, which we used to separate mates under the profile center mate. We also have few options to choose from. The first option is this offset distance, and if I increase this, you will notice that the two parts get further from each other by this distance we want under that there is flip dimension, so if I select that the cap will go the other way around, however, I don't really want any distance between them. So I'm going to write the officer distance as zero and I will click. OK, so this concludes our second cap. Notice that this bottom cap also rotates, however, will profile center. We have an easy option off making this fixed, so let's go ahead and do that. I'm going to exit mates, expand the mates under the design tree on edit the profile center meat on this would be the last option we have, which is lock rotation. So if I click on that and then click OK, you will notice that I can no longer rotate the cap at the bottom. No, let's go ahead and put in the triangular sticker, which we had earlier. So I go to the design tree. Andi, show the triangular sticker. This strangler sticker is centered around this face right here. So to do this, I'm going to use the profile center mate. So I go to meets again. Advance mate, select profile center on, Then select this face in the triangle on this face on the man body. My alignment is correct on this pretty much sums the profile center. When we have a shape that is not a circle, we will have another option that Togo's and and this is about orientation. So let's go ahead and try that out. I'm going to rotate the triangle clockwise and you can see the triangle actually rotates by 90 degree click again, Troy hits again on again on the game on again. This is the orientation I want. So I'm going to leave it this way and then I would click OK on this sums up the basics off the profile center Advanced Mate. One thing we have to notice, however, is even though this is a very strong and easy to use advance mate, it is quite limited at the time being, so you can only use profile center. Would four circular edges or faces leaner edges or regular polygons are triangular sticker is considered a polygon with three sides. A square is considered a polygon with four sides and on and on. So let's go ahead and see instances where profile center does not work. To illustrate this, I'm going to copy this triangular sticker by clicking control on, then dragging it out. Let's assume I want to use profile center to center this triangle. Teoh this face right here. So I go to mates. Advance mates, Select Profile center. It's like this face and the triangle and then select this other face. When I try doing that, you will notice. I can also like the face. I'm I will get the message that selected entity is not valid for current made type. This is because the square or polygon has a cut on the side, which makes it an irregular polygons and we cannot use profile center with faces that are like this same thing with this face right here. If I try to select it, I will give the message. Selected entity is not valid for current made type. Similar thing goes with the top off this cap. This is because the top off the cup is not a full circle Because of this discontinuity we have on the edge. Now let's go to this other face we have in the main body. With this face, I will be able to use profile center on the reason being that the edges off those polygon are completely connected. Even though we have on extruded cut in the middle, that does not affect the ability to apply profile center. So if I click OK, you will notice that the triangle would be stuck in the middle off the profile. Now, we don't really want this triangle, so I'll go ahead on delete it on. This completes our tutorial on profile center advanced mate. So why we're here? You can go ahead and experiment with this mate 5. Symmetric and Width : In this lecture, we will discuss the advance meets symmetric and with symmetric mate makes two similar entities symmetric about a plane, a width mate constraints atop between two planner faces. To illustrate those through mates, we will create the following assembly. You can don't know this drawing and assembly parts from the download section linked to this lecture. So let's get started. I'm going to start by inserting components so I'll insert components and then I was first insert them in body and then I will insert the antenna. I can change the position just to make it closer to what I want. This looks better, so I'll go ahead and answer this. I have two antennas, so I'm going to go ahead and copy that, using the control shortcut. Now I'll start creating mate for the antenna with the main body. So I will start by creating a court centric mate. So I'll go to mates, select concentric and then select this face with this face. Not lose. Two faces are concentric. Now you can see that the antenna moves to the right on to the left. I would like to restrain that by making it stationed in the middle off. Those two faces this face on this face. To do this, I can utilise the advance mate with. So I go to the advance mates, drop down menu and then select which when I do that I have two types of selection The with selection on the top selection. I will start with the 1st 1 with selection and those are usually the outer faces. So I have the faces and the man body. This is one on this is another one. And then for the top selection, I will select faces from the body I want to restrain. In this case, it is the antenna. So I was select this face. Andi, this face under the mate with your c constraints on there's a drop down menu here and there are four options. The first option is centered when I select that my tops will be centered around the with selection. In this case, my antenna will be exactly centered around those two faces in the main body. This is actually what I want. So I'll go ahead and click. Okay, Now you notice that I cannot move the antenna left or right on that position that horizontal position will be centered around those two faces in the main body. So now let's go ahead and work on the other antenna. I will first start with concentric mates or go to mates, select concentric and so, like this face on this face again and then click. OK, Now I like just the width and I'm going to use the advance mate with again. So go to advance, mate. Select With On the four top selection will select the same two faces. This is one this is to for the top selection are select again this face in the antenna on this other face in the Internet as well. So now while we're here, let's go ahead and explore the other constraints. So centered is the 1st 1 we tried and we already know what it means. So let's check what free is. Let's select free. With this free constraint, the antenna will move left and right. However, it will not exceed the with selections which we made in the main body. So let's check this out. I'm gonna click OK for this mate and then take the antenna and you will see. I can move it to the left, but I cannot exceed the main body, and I can also move it to the right. But again, I cannot exceed the main body. Let's go ahead and explore the other constraints, so I'll go back to that meet with an edit feature. I'm going to change constraint into dimension and in dimension, I can constrain the position off the antenna by specific measurement from the width selection, which is the main body. So it is set at two millimeters. Let me go! Hadn't changed that, too. 0.5 millimeters and you'll notice the antenna moves 0.5 millimeters from that first wall. If I change that into 2.5 millimeter, it will move 2.5 millimeters to the left. Now what if I write in a dimension that is larger than the distance we have between the with selection? So let me change this into six millimeter. You'll notice I will get an error because six millimeters means this antenna will go outside the range off the with selection meaning outside the main body to the left on. This is not allowed within this mate. So if I leave it at 2.5 on click OK, the antenna will be set a 2.5 distant and I will not be able to move it to the right or left more than 2.5 that is already set. Let's try out the last constraint. So I go back to the mate added feature on then for constraints are changed that into percent 1% is very similar to dimension which we just used. However, he rear are specifying a percentage off the distant, so it's set to 83%. What if I said that too 2% You will notice the antenna moves all the way to the right. On the small distance between the antenna on the main body represents 2% off the total distant. If I change that to 90 it will move to the left by 90%. If I change that 200 it will be stuck to the wall or to the boundary we have on the left. So those are the four types of constraints we have when we are dealing with the mate with in this case, I want to center. So I select centered and then click. Okay, so now I have both my antennas set. They can move separately to the left or to the right. Now I want to add a symmetric relation between parts off lose two antennas. So to do that, I'll go to mates advance mates and select the mate symmetric. And now I have two options. The 1st 1 is the symmetry plane, and 2nd 1 is for the entities to mate. So I started the symmetry plane. I want my symmetry plane to be passing through the centre off the main body. So open my design tree. A look for a plane that fits notice that none of the three main planes actually fits my need. So I'm not going to select any of them. However, I can check out the planes within the parts themselves. So if I extent the main part and I look at the planes, you will notice that the right plane actually fit my need. So I will select that play now for entities to mate or to apply the mate symmetry. I'm going to select this face here and then this face here No notice here that in this mate , I have actually selected two different faces on those faces will be symmetric about each other. This means we are not selecting parts. So the two antennas we have are not really symmetric around each other. Rather, the two faces we selected are the ones that going to be symmetric about each other. Keep this in mind when working with this symmetric mate. So this is my mates set. I'll go ahead and click. OK, now, if I move one of the antennas, you will notice the other antenna moves with it. Now let me go ahead and insert my last compartments. So go to insert components and select the knob. We change the position. It's pretty much like that. So I'll go ahead on it, place it for the snap. I'm going to utilize the mate with again. So I want this not to be centered from up and down on also left and right around this slot we have in the main body. So I'll go to mates advanced mates with and therefore with selection. I'm going to select this one here on this one here and therefore talk selection are select this face as well as this face. This centers the knob from the left. Andi from the right. So I go ahead and click. OK, now I need to also center it from up on down. So I'll do the same thing. I'll go with it made selections. I will select this face here on also this space here and then for the top selection. I can just select this surface here. This will make it centered. Notice that for top selection, I only have one face. This is because that face iss circular and actually covers the whole off the model or click OK, now you notice I cannot move the knob left and right. I can also not move it up and down. However, I can slide it through the slot I have in the body and this complete this tutorial on the advance mates symmetric and wigs. While we're here, you can go ahead and play around with those mates. 6. Distance and Angle Ranges: In this lecture, we will discuss the advance mates distant on angle rangers. Those two mates will enable us to set movement rangers for both angular and linear movements. To illustrate those two mates, we will utilize them to complete the following assembly. You can don't know the strolling on there simply file from the download section linked to this lecture. So let's get started. Most of the mates needed for this assembly are already set for us. However, we will need to set up two mates. The 1st 1 is to limit the movement off the screen. If I move the screen now, you will notice it goes as in full circle and it also interfere with the main part or the keyboard. We will need to limit the stranger movement. The other relations has to do the keys. So this key moves to the right and to the left with no limits to the movement. So we would want to limit this movement as well. Let's start with the 1st 1 the screen on the angle, and for this we will set an angle range. To do this, we'll go to mates, advance mates and then select the option angle. When I said like that, I will have a few fields to fill in. The 1st 1 is for entities to mate. Those are the surfaces I would like to set the angle between. So I want to set the angle between the frame off the screen on the face of the keyboard. So I'll go ahead and select both those and then at the bottom. I have few fields to fill in numbers. The 1st 1 is the angle as a chores now. So currently the angle is 30 degrees. I can change that too. 90 and it will change to 90. This display doesn't really interact for the range. It is just to show you how it looks like. And then the second number is for the maximum. And for our purposes, the maximum is 1 30 as shown in the drawings are type in 1 30 the last number is for the minimum. And in this case we would like the minimum to the zero degrees. And then, as usual, we have options to flip dimension and also to change alignment. This is the alignment we want. So I'll go ahead and click. OK, Now let's go ahead and test that. So I'll click on the screen and start moving into the back and you'll notice it doesn't move more than this. And the angle between the two faces we selected is currently 1 30 as that was our up arrange. If I move the screen the other way, it will get to zero degrees representing the laptop is closed and then I cannot move it further downward. So this is how we set an angular range for movement. Let's go ahead and set up the linear one with the keys. Now for this, we will use a distant range. So I will go to meet advanced mates and check on the distant, and the fields are pretty much the same as the angler. For the first field, we select the entities we want to meet, so I want the distant to be between the face here on this face on the key, and then I have three fields for numbers. The 1st 1 is the distance as it shows now, so currently it's one millimeters. If I change it to 60 it will move to 60. And again, this number doesn't interfere with The range itself, however, does show you how does this distant look like? Second number is the maximum from the drawing. We have the maximum as 100 millimeters on the last number. The 3rd 1 is the minimum and in this case we have the minimum. That's true. Millimeters. And then again, we have an option for flipping to dimension and also changing the alignment. This is alignment we wants or go ahead and click. OK, No, let's go ahead and test that I'll holding the key and move it to the right. You will notice this is the maximum I can move it to, which is two millimeters from that wall we selected for him over to the left. This is my maximum on. This is technically 100 millimeter in distant. So this basically sums up how to set up distant on angular rangers for movements. So why we're here, you can go ahead and experiment with those true mates. I did not set up a range of movement to the key on the left, so you can also go ahead and do that as a practice 7. Path Mate and Linear/Linear Coupler : in this lecture, we will discuss advance mates. Path mate on linear to linear racial coupler Path Made allows us to make a point in a part toe. Follow a specific movement which follows a set path. Linear linear couple of racial movement allows us to link movements off different parts using a linear relation or a racial. To illustrate those two meats, we will utilize them to complete the following assembly. You can don't know this drawing on the assembly parts from the download's section linked to the structure. So let's get started. Most of the mates required for this assembly are already set for us. However, we are required to set up two additional mates. The first is to make this red ring moves along this yellow path. To set up this movement, we will use the relation path mate so we'll go to mates, advance mates and select path mate. Under made selection here, we have to feels to fell the first field. Ask us to select a point to base our movement on, and this is a point in the movable part. In this case, it's on the red rank. We have So this assembly, we would like to have the center off the string, most along the path. So for this verdict selection, we will select the center off this ring hole. So let's go ahead and look for that so I'll expand this design tree on the side. Then I will goal to the written, which is the last part. And here we noticed that the origin off that part is actually at the center, off the rink on This is something I actually had in mind when I designed this model as part of my design intent. So I'll go ahead and select the origin in different cases. This selection could be different than the origin could be. Any vertex in the model, the second selection ask us to select a path on this will guide the movement off the ring. So for the path, it's this yellow Cube I have. So go ahead and look for the tough I used to create this tube. So I look for the part first. So it's this part, the second part. Expand it, and then I have a sweep feature, which I used to create the stoop, so I'll expand this feature and then I look for the sketch for the path, and in this case it is. Sketch three a right click here and show it. Now you can see the path goes through the center off the yellow hue, so I'll go ahead and select that. Now, I've already got my two selections and you notice the ring has actually moved to position itself in the middle off the to Well, if I finish my selection like this and I click okay, I can test the mate by moving the red drink, and you will notice the center off the ring will always keep at the center off the tube. When I move it, I don't really need to have the path visible, so I'll go ahead and hide it just to make things a bit more attractive. Now we'll go back to this make I just created to investigate other features or constraints we have with it. So I'll go to the mates in the design tree, and then I have hath made the last one I created. Go ahead and edit the feature. Under the mate itself, we have three additional options for path constraints, pitch control and roll control. Let's take a look at each of those. The path constraint basically constrains the movement off the ring along the path. So our current selection is free, and because of that, I was able to move the ring alone. The tough. I just find this option. I'll have to other options distant on percentage. So let's check out distance for now. So now it's zero inches. We go ahead and make that into four inches. When I do that, the rain will move four inches along the path and it will not move further or less than those four inches. So if I click OK for this mate, I cannot move the ring anymore. Along the path, it is set to four inches. However, the ring does rotate around the path. Let's go back to the mate. The other path constraint I have is percent a long path, and this is quite similar to distant. However, in this case, we are specifying a percentage. So if I go ahead and write 50 the ring will station itself 50% off that path and it will not move either directions. So this is for par, castrate. I'll go ahead and select freaks and this is most appropriate to us. And now we'll start looking at the pitch control. Other than free, we have the option. Follow half on this option. Pretty much has to do with the orientation off the record. If I select X axis, the ring will be oriented toward that access. If I select why it will be oriented along the Y and Zed would be oriented around this. That and then I also have flip option to slip the ring. Just keep in mind that lose X, Y and Zed are in relation to the path itself and not to the origin off the assembly as we have it in the corner off the screen. So if I click OK for this and then check out the movement, you will notice that the orientation of the ring is actually set in some way. In this case, the face of the ring is always perpendicular to the path that follows. So let's check out the other constraints. This is the role control on this again has to do with the orientation off the ring as it moves along the path. And in this auction, it does ask us to select an edge to use it as a base. Victor's also go ahead and select this edge off the main body. Then I can check out the movements off X. Why on that? So if I keep it at Zed and then click, OK, move the ring. You will notice that the really is always facing this, that access wherever it moves. So let me go back again to mate and set them all to free. Now you can use more than one off those constraints together. However, you have to be careful doing this because many times you will over constrain the ring, and it will basically be set in a certain position without any movement. However, if that's part of your design intent, then go ahead with it. Now we leave them all to free and then click. Okay, so now my ring moves freely along the path. The other thing we need to do is to set up the movement off the two cylinders we have. So let me show you those. We have this in their senator. Then we have another alter cylinder. So as it stands now, those two cylinders move independently from each other however, we want to link them together in such a way that the movement off the inner cylinder is always three times as much as the movement in the outer cylinder. And to do this, we will use advance mate linear telling your coupler to do that. I'll go to mates at lance mates and select linear coupler. When I say like this auction, I will have multiple fields to fill, and we're gonna go ahead and go through them the first field. Ask us select or first body in which we want to move, so I will select this inner cylinder. Second option I have is to select the other part in which it will move with the first part in a certain relation. So I will select the green parts the altar cylinder. There are two feels that I've left empty and those has to do with movement references. At this stage, we will always leave them empty, and if we leave them empty, the movement will be referenced to the origin off there, simply which will work very good for most of our purposes. And then at the bottom I have the racial. This is the movement ratio. So now it's set up toe oneto one racial meaning. If one parts move for one inch, the other part will move for one inch as well. So let's go ahead on test this. So if I click OK and start moving the inner senator, you will notice the outer cylinder moves along with it at a racial off one toe. One, meaning they have the same movement. Let's go and change this so I'll go back to my meat. And then, as in the growing, we have the relation as 123 or when they blew park inside part move for three inches. The inner part moves for only one inch. So to do this, I'll go ahead and change the first number. 23 this first number of first to the blue cylinder I helped. So if I click OK to this and then I move it blue cylinder, you will notice the green senator moves with it as well. However, the movements are not the same on the blue cylinder moves much more than the green one. Or, to be more accurate, it moves to a ratio off 321 Now, one thing to notice here and keep in mind is that the movement will be set to the original position we have. So now with said the relation, I cannot move the green cylinder all the way inside because it was not the case when we started. So a good way to deal with this relation is to set your components in the location. You want them before he started applying it. So I'll go ahead and do a small trick here. I will suppress that relation on. Then I will move my cylinders to their original positions all the way inside. And now I will unsurprising it and check it again. Now no movements still 3 to 1 racial. However, my senators go back all the way to the end. This concludes the story away on the advance meets path, mate on linear chill in your coupler. So why we're here? You can go ahead on experiment a bit with those mates 8. Students Projects : the secret to becoming good in solid works is to use it to model things with it. Now we're here. It's time to do some exercises and project work so you can go back to our demo goat section and find the project work for this class. We would love to see how you do. So please don't forget to post your work on their your project for this class. And please don't settle with the exercises we provide you look around. You find random objects than sketch for model them. Just please don't forget to share what you pick with us. I'm looking forward to seeing your work. 9. Section Conclusion: this concludes Class 11 assemblies. Advanced mates. Before you leave this class and moved to the next, make sure you are familiar with the following points. What is the Advanced Mate Profile center on how to apply it? What are the advance mates? Symmetric and with on how to apply them? How to set up a distant or angular movement range how to set movements to follow a certain path, using path mates What is linear to linear coupler mates on how to apply it. If you do not know or unsure off any off lose points, we recommend reviewing the lectures in this class again before moving to the next.